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You know how when you add a new section to the wild data how it automatically makes a new pointer? Take a look at those and make sure they are pointers and not something glitched. This is my guess from your descriptions. The only error I get is the I/O 32 error, but that hasn't caused much of a problem after a restart.

Well, the new mt moon has been fine, but the error from the original one i think may be affecting the rest of the maps. Cause now the same error is starting to happen in other cities. for me it says its error 5

Well, the new mt moon has been fine, but the error from the original one i think may be affecting the rest of the maps. Cause now the same error is starting to happen in other cities. for me it says its error 5

I'm sorry, I honestly don't know much about amap errors. I was just giving a guess based on the message. My best bet is that somewhere linked into wold battle settings, a pointer is missing or broken. I personally would contack LU-HO, and ask him. Maybe even ask him if he has a list of error messages and their fixes. That would be nice as noone seems to have one.

i am new to rom hacking so i watched this video(youtube dot com slash watch?v=4tm4vZd0jQo). i did everything exactly the way he did, but for some reason, instead of the guy talking the game froze. any ideas.

I'm having a bit of trouble with the APE. I'm trying to load a 16-bit .pal exported from IrfanView, but I'm continuously getting an "Invalid palette loaded!" error. Any attempts to load a palette after this error cause the program to crash.

I'm sorry, I honestly don't know much about amap errors. I was just giving a guess based on the message. My best bet is that somewhere linked into wold battle settings, a pointer is missing or broken. I personally would contack LU-HO, and ask him. Maybe even ask him if he has a list of error messages and their fixes. That would be nice as noone seems to have one.

Yeah, I sent him an email, im hoping hell reply soon. Thanks though.
Would anyone also happen to know how to transfer old Amap creations from one ROM save to another? Cause I have some older maps that I want to put into my hack without having to go through the trouble of completely recreating them.

I tested it through some warp changes just after the beginning of the game and he already has it. At least the first three islands, but I'm guessing it'll work the same for the rest.

Quote originally posted by SpadeEdge16:

Yeah, I sent him an email, im hoping hell reply soon. Thanks though.
Would anyone also happen to know how to transfer old Amap creations from one ROM save to another? Cause I have some older maps that I want to put into my hack without having to go through the trouble of completely recreating them.

Would anything bad happen if there were custom tiles in one map, but not the original? would it mess up my game or just have weird mixed tiles where the custom ones would be?
also, what would happen if i had events on the old maps? i noticed the script tiles and npcs are also inserted along with their scripts. does that mean the scripts have been compiled into the memory for the game?

I'm having a bit of trouble with the APE. I'm trying to load a 16-bit .pal exported from IrfanView, but I'm continuously getting an "Invalid palette loaded!" error. Any attempts to load a palette after this error cause the program to crash.

I'm having a bit of trouble with the APE. I'm trying to load a 16-bit .pal exported from IrfanView, but I'm continuously getting an "Invalid palette loaded!" error. Any attempts to load a palette after this error cause the program to crash.

K, so im making a pokemon xd gale of darkness hack for gba...
HOWEVER!
I know I have asked this already But, Does anyone know how I could Put in catchable shadow pokemon that trainers send out.. And they have thier own pallette?? PLS PLS PLS PLS ANSWER!!

__________________

Projects I'm working on:

Pokemon Dust version GBA hack
This will be created By my team.
Team: Shadow Pokemon.

It works for allowing you to see the map, but you have to do some specific event for the little icon that lets you toggle between the maps to show up.

Also I'm not totally sure how to edit which map a location shows up in (meaning which map it defaults to showing when you use the town map item). Is there a way to edit this or is it hard-coded which maps go where into the ROM and we have to edit around that?

What I've tried to do is to make a normal trainerbattle, Then add a wild pokemon at the end.. With a message (Face the wrath of my shadow pokemon!!!!)
Just improvising.. This worked
However we had a few errors
error 1: You can escape pokemon wild battles!!! So we found an ability that keeps you within the battle, this was (Arena trap! ability of trapinch)

(We couldnt fix this one) PLS HELP US HERE!
Error 2
it says wild pokemon taillow appeared
Is there a way you can modify what it says.. That way it would look like it said Shadow pokemon tailow appeared??? Pls answer soon!!!

__________________

Projects I'm working on:

Pokemon Dust version GBA hack
This will be created By my team.
Team: Shadow Pokemon.

Does anyone know of a simple way to change the intro with Professor Oak such that instead of being asked for the Rival's name and being asked if I'm sure and then showing the textbox after that where it says, "Now I remember, etc." I would just be able to show the picture of the rival, introduce him with a prescribed name and then skip those parts with naming him and the following text until it goes into the "Journey about to unfold" bit? If I need to clarify let me know, thanks.

I'm trying to do something that I assume will be very complex; pokemon have new names/ appearances/ moves ect, moves will be sometimes duplicated with their stats, effects and appearances changed, a totally new map (preferably with custom drawn squares), my own placed trainers with their own pokemon, a few different pokemon leagues, ect.

I understand this will likely be very very difficult and I'm very new to this stuff, so where would you recommend I go to learn the basics, and beyond? I want to know where to go to become a Pokemon master ;D

EDIT: Ok, i have a problem: i've opened vba for exporting palette. So i go in my trainer card with at least one medal, go to Tools->Palette Viewer->Save Obj and than press on Save.

After, in TM, i go to Palette->Import->Another file and i nav to the folder where there is a .pal file. The navigator of TM don't show me this file. If i write in the filename box manually obj.pal, TM doesn't say me "The file is not found", but the palette it load is completely gray.

Aren't descriptions point able in PGE? I believe so, so just write up the description in XSE using only \n and compile it (look at other move descriptions to see the character limit) then type the offset in in PGE as the description pointer.

Will look like this:

#Dynamic 0x800000

#org @start
= Hey, this is my new\nattck description!

I'm assuming that if you're using PGE, you've edited the .ini for your new banks you needed to make to expand.

Quote originally posted by captnotatroll:

It works for allowing you to see the map, but you have to do some specific event for the little icon that lets you toggle between the maps to show up.

Also I'm not totally sure how to edit which map a location shows up in (meaning which map it defaults to showing when you use the town map item). Is there a way to edit this or is it hard-coded which maps go where into the ROM and we have to edit around that?

Don't know about the second one, but the first is just flags. Sorry that I was confused with what you wanted, I haven't used the Town Map in a while. Anyway, the flag for the 2nd set of island is 0x846. I'll find the other one and post it later today.

Quote originally posted by dalekcaan1963:

I'm trying to do something that I assume will be very complex; pokemon have new names/ appearances/ moves ect, moves will be sometimes duplicated with their stats, effects and appearances changed, a totally new map (preferably with custom drawn squares), my own placed trainers with their own pokemon, a few different pokemon leagues, ect.

I understand this will likely be very very difficult and I'm very new to this stuff, so where would you recommend I go to learn the basics, and beyond? I want to know where to go to become a Pokemon master ;D

Youtube and the tutorials section my friend, that and just plain experimenting is how I learned. Also, when you get pretty good, the research and development section can have a lot to offer too. Move animations will be tough, but there is quite a bit documented on a thread by Chaos Rush, just so you know. Good Luck!

Aren't descriptions point able in PGE? I believe so, so just write up the description in XSE using only \n and compile it (look at other move descriptions to see the character limit) then type the offset in in PGE as the description pointer.

Will look like this:

#Dynamic 0x800000

#org @start
= Hey, this is my new\nattck description!

I'm assuming that if you're using PGE, you've edited the .ini for your new banks you needed to make to expand.

Your welcome, I just looked quick and it appears the character limits for Ruby is about 26 and in FireRed it is about 19. You have two lines to work with in Ruby and four in FireRed. I believe that the characters are not fixed (example 8 "D"'s will take up more room than 8 "I"'s) so watch out for that as it will change you limit.

When I insert saved maps on Advance Map that I've made in the past, it'll save just fine, but then when I try to go to the next area (from Pallet Town to Route 1) the border block from Pallet is cutting off the path with trees that I can't get past, but then when I check the connections, it looks perfectly fine. Can someone help me out?

I'm looking to isolate how FireRed makes the "previously on your quest" in black and white. This way, we could use it in other things from making flashbacks to making a whole hack about restoring color. How would I go about trying to do that?

I know that there are several special commands that it uses to make the "previously on your quest", but I haven't been able to find where it is in the rom by searching for them. Any help is welcome, even if it's just a guess.

Quote originally posted by SpadeEdge16:

When I insert saved maps on Advance Map that I've made in the past, it'll save just fine, but then when I try to go to the next area (from Pallet Town to Route 1) the border block from Pallet is cutting off the path with trees that I can't get past, but then when I check the connections, it looks perfectly fine. Can someone help me out?

I'm looking to isolate how FireRed makes the "previously on your quest" in black and white. This way, we could use it in other things from making flashbacks to making a whole hack about restoring color. How would I go about trying to do that?

I know that there are several special commands that it uses to make the "previously on your quest", but I haven't been able to find where it is in the rom by searching for them. Any help is welcome, even if it's just a guess.

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